/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineQueue.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FMoviePipelineSidecarCamera
FGuid
BindingId
FString
Name
FMovieSceneSequ...
SequenceId
FMovieSceneSequenceIDisn't exposed to Blueprints and we need the full support of aFMovieSceneSequenceIDso we can't just store a USequence* like the scripting layer does - we need to be able to handle the same sequence being in a sequence multiple times (which scripting does not).